Nov 20, 2011

Hot new links for graphics programmer

Specular Showdown in the Wild West
ACM SIGGRAPH 2011 Course Filtering Approaches for Real-Time Anti-Aliasing
Lighting 3D trees
Lighting 3D trees, take 2
Least Squares Vertex Baking (Ambient Occlusion approximation method)
Speculative Contacts – a continuous collision engine approach
Yet Another Post about Gamma Correction
Simplifying My Workflow
KZ3 Occlusion Culling
DICE GDC Presentations
Normal Offset Shadows
Interactive Indirect Illumination Using Voxel Cone Tracing
Multiprocessor Game Loops: Lessons from Uncharted 2
Stereoscopic 3D Demystified: From Theory to Implementation in Starcraft II
Scalable Height Field Self-Shadowing
Real-time Rendering of Translucent Volumetric Surfaces
Procedural World
Free 3D meshes links
Mikkel Gjoel's Brink OpenGL Talk
FXAA 3.11 Source Updated
NVIDIA FXAA II for Console - the blog
Visibility and priority tests for streaming assets[[Visibility%20and%20priority%20tests%20for%20streaming%20assets]]